Post-Anniversary, Star Wars Galaxies Analyzed
Darniaq writes "Sony Online's PC MMO Star Wars Galaxies has been out a year, as of late last month, when the official anniversary celebration occurred. But what's new? What's different? Grimwell Online has a in-depth analysis charting what's changed, what's good, and what's not, in SWG. They argue that, for folks who played it early on and left in despair or disgust, a lot has changed. However, it's still very much a game for roleplayers and those with dreams of moisture farming." Interestingly, the author explicitly suggests: "If [you] previously got burned out or annoyed enough to quit, now's a good time to re-subscribe."
The point is that it's been more than a year since I was "screwed" initally.
I'm sorry but to be a year behind all of the die-hards (combined with my initial distaste of being out of ~50$ for a game that promised more than it gave) is more than enough for me to pass on re-subscribing.
Is the game worth playing? As usual in MMOGs, it depends.
Now there's a strong statement if I've ever heard one.
In all seriousness, I actually RTFA and have to admit, I'm even more depressed about the possibility of returning than I was before I read it (which is to say it hadn't even crossed my mind):
"Combat still broken"
"Macroing is alive and well"
"Role-playing is still...rare."
And SOE, the king of "fuck you" at the helm? Let me be the first to say, no fucking thank you.
this excerpt from the article contradicts the slashdot post: Role-playing is still just as rare. Not that I expected anything else. At least folks talking politics or sports isn't so far out of character here as it would be in EQ. Small consolation.
the slashdot post:"However, it's still very much a game for roleplayers and those with dreams of moisture farming."
I recently made master droid engineer. By choosing not to grind, but to progress "naturally" through doing business, I had a more enjoyable experience and a process that lasted a few months. It gave me a reason to play the game instead of racing through the content as quickly as possible.
The recently-added droid stuff really improved things. Droids are more complex and there is a greater variety. I was concerned that when I mastered the DE profession I'd lose interest, but I find myself making more droids than ever. Sales are good, people seem to find the droids useful finally.
As the analysis pointed out, most droid changes are for utility functions. This has been great, players find more use for droids than just fighting. There is a sizable population of players who aren't interested in running combat missions, and they are the ones who seem to add the most depth to the game (not to knock the fighters).
The analysis did get wrong, however, the point that droids can't be healed by players. Droid engineers can make repair kits that anyone can use, and droids can be equipped with an auto-repair module that actually repairs all droids (including itself) within a radius. This greatly improves the survivability of droids in combat. And with the changes to droid combat, more types of droids can fight, with different models doing different types of damage.
The Jedi effect isn't really noticeable if you don't engage in PvP. It will be interesting to see how things change after the Jedi update is finished. Apparently the next update will create a two-tier Jedi system, with a limited number of Jedi players being able to engage in PvP and the other Jedi players only going after mobs. And after that comes a reworking of the Galactic Civil War, which should help the Star Wars-iness.
Finally, the space expansion sounds like it will essentially be a second game on the server, which could be cool. The current combat system is turn-based but the space expansion is supposed to be FPS-style combat, which will appeal to many. And it is very cool that the players are the ones who will make and sell the spaceships.
Fileplanet offeres a free 14 day trial of the game3 8.shtm l
http://www.fileplanet.com/files/140000/1409
If you build it, nerds will come. Soylentnews.org
I quit about 4 months into the game out of boredom. I put up with server crashes (Eclipse was notoriously down), broken recipes, broken quests, broken everything, then just got bored. The little Star Wars Galaxies is still on my desktop, and I still pay the monthly fee. Every month or so I log back in, say hi to my fellow guild mates (probably the main reason I even try playing). I enjoy the game for a few hours, checking "all the new content" finish the content in a few days, and run into the same boredom that made me leave before.
It's really difficult to admit, because I wanted to love this game so much, but the whole structure just feels so flawed. All the fixes really haven't enhanced my gameplay experience. It wasn't the bugs that brought the game down, lots of people put up with them, it was the whole design of the game that makes it boring.
SWG really had a chance to be huge, they haven't had new high profile competition. That is coming in WoW and EQ2. If the Lightspeed expansion doesn't work out, then I doubt it will ever become anything other than a mediocre also-ran MMORPG.
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"However, it's still very much a game for roleplayers and those with dreams of moisture farming."
I'm sorry, but I never saw anyone who even attempted to roleplay during my stint in SWG. I eventually quit out of mindcrushing boredom, nothing else.
When I heard what they were going to try to do with Jump to Lightspeed, and after seeing it in action, I reactivated my account. I also heard that some of the guys involved with coding the last few wing commanders are working on coding this beast, and wing commander was definatly one of the best damn piloting series that I've ever played.
Take this post with a grain of salt, as Funcom and SOE have made me a bitter gamer...
I am intrigued here by the paralells shown between the history of Anarchy Online and Star Wars Galaxies.
When AO launched, it was the biggest debacle in an MMORPG to date. Almost a complete flop... Including submitted credit card info over an unsecured server among a great many other problems.
When SWG launched, the first day was a complete meltdown, and only those who downloaded/used Mozilla could actually succeed with getting through the game registration. From day 2 on, things improved. People were actually able to get into the game. Things were buggy as all get out, but at least you could be in the game.
In the early AO, one would run into tons of bugs and other broken parts of the system. One would submit a trouble ticket. Said ticket would go into a black hole, and you would never hear from a company representative.
In the early days of SWG, one would submit a trouble ticket, and have it filed into a similarly-constructed-yet-Star Wars-themed black hole...
In the early days of AO, they had public access to their forums. Then, as one could expect with the debacle of the launch that occurred, the tone of the forums went decidedly ape-$hit. In response, AO took their forums private. Access only to paying customers. The effect on the community at large: "Gee, I wonder what Funcom has to hide?". As a player at that time, they had a LOT to hide.
In the early days of SWG they had public access to their forums. Then, as one could expect with a more-decent launch than AO, but with a product that significantly fell short on the promises made on the packaging of the game, as people starte to realize that the game really was not that much actual FUN, the tone of the boards turned decidedly ugly. SOE responded by making the forums private. Only paying customers. The effect on the community at large: "Gee, I wonder what SOE has to hide?". As a player at that time, they also had a LOT to hide.
AO has sinced released a couple of expansions, fixed a lot of their problems, and seen meagre retention of their player base. Others who waded through the early problems have resolved to never play AO again. (count me among them, or ever play ANY Funcom product again). Now, AO has to give away a free time period to tempt people into even TRYING the game. I think however, that they did not attempt this tactic until well after a year's worth of the game being live.
SWG has since released a couple of updates that make good on the claims and promises they made back when the game was still in beta (vehicles, player cities, mounts, etc.). They have fixed a lot of problems, encountered many more, and seen a somewhat better than meagre retention of their player base. (however, I would love to hear some real figures from SOE about subscription levels. We have not in a loooong time, and this leads me to believe that they do NOT in fact, have very impressive numbers. Furthermore, they leapt to the free-trial quite early (out of necessity, I believe, to stop the hemhoraging playerbase).
The paralells are telling for me. Both games might very well be worth the effort of a player who is not familiar to take them up. It is my hunch however, that buyer's remorse will settle in not long after the initial coolness factor has worn off.
Every single one of my friends, (realword and virtual) have left these games never to return. We have simply been so burned by them and their companies that we will not even look at another product from the companies that offered us the gold-plated turds we received.
As for myself and many, many other MMORPG gamers, SOE will not likely see another dime from us, nor Funcom. Nor I would argue should they. The marketing departments forced games to go live that were not ready, and then did not allow for the technical staff to complete what they had rushed to release, or to stabilize incredibly shaky results.
I for one s
I do not want to suggest that my experience is the same as others. Many people love SWG and MMORPGs in general. They like the time commitment, the "grinding", the combat systems, crafting, etc. In the end, I had to face the same question that I read in a review. Is it fun?
I realized that I was not actually having fun. Instead, I was trying to achieve something in an artificial world that gave me no satisfaction back. In single player games, I compare it to a fiction book. I follow the story, actively participate to a large extent, but I know there is an end to the whole experience. With a MMORPG, there is no end, there is rarely any aspect of a story, and my active participation is almost entirely meaningless.
God knows I spend a lot of time playing computer games. I am not suggesting I consider them all wastes of time. However, when I finished Splinter Cell or Operation Flashpoint, I felt like I had been part of something more real. In a MMORPG, most of the environment depends entirely on others.
Yes, I had a lot of fun the first time I was in a group and we killed a Rancor. Yes, I had a lot of fun the first time I killed a Rancor myself. But when I could walk around killing any group of Rancors I found, the fun just ended. And it was at that very moment that I realized I could have more fun doing something else.
Does everyone have to feel the same way? Absolutely not. If that is your thing, enjoy it. For me, the answer to the question was finally clear. No, it was not fun.